using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using zEngine;
using zEngine.GameObjs;
using zEngine.Cameras;
namespace FYP
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        TestCases.TestCaseManager testCaseManager;
        zEngine.Profiling profileSystem;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            testCaseManager = new FYP.TestCases.TestCaseManager(this);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            profileSystem = new Profiling(this, spriteBatch);
            profileSystem.DrawOnscreen = true;
            profileSystem.Font = Content.Load<SpriteFont>("Font\\Debug");

            //testCaseManager.Add(new TestCases.TestCase1(this, spriteBatch));
            //testCaseManager.Add(new TestCases.TestCase2(this, spriteBatch));
            //testCaseManager.Add(new TestCases.TestCase3(this, spriteBatch));
            //testCaseManager.Add(new TestCases.TestCase4(this, spriteBatch));
            //testCaseManager.Add(new TestCases.TestCase5(this, spriteBatch));
            //testCaseManager.RunContinuously = true;
            testCaseManager.Add(new TestCases.AnimationCases.AnimationTest1(this, spriteBatch));
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            testCaseManager.Update(gameTime);

            profileSystem.Update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            testCaseManager.Draw(gameTime);

            //DrawPrimatives.DrawAxis(Vector3.Zero, 200, Color.White, mainCam, GraphicsDevice);

            //DrawPrimatives.DrawAxis(mainCam.CameraTarget, 20, Color.Red, mainCam, GraphicsDevice);

            profileSystem.Draw(gameTime);

            GamePadState gps = GamePad.GetState(PlayerIndex.One, GamePadDeadZone.IndependentAxes);
            Vector2 lts = gps.ThumbSticks.Left;
            Vector2 rts = gps.ThumbSticks.Right;

            spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.SaveState);
            spriteBatch.DrawString(profileSystem.Font, lts.ToString(), new Vector2(60, 80), Color.White);
            spriteBatch.DrawString(profileSystem.Font, rts.ToString(), new Vector2(60, 100), Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
